The DOI matches its Crossref record; 34 of the 34 references it cites were found in a registry or an index.
A Meta-Analysis of Use of Serious Games in Education over a Decade
Open accessAbstract
It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in education was firstly clarified based on the data retrieved from major databases. Secondly, various factors were determined that influenced the effect of serious game assisted learning. The major section identified both advantages and disadvantages of use of serious games in education. Use of serious games in medical science has been rising in a recent decade, which is thus highlighted in this study. Attitudes toward use of serious games in education were explored, as well as the new development of use of serious games in education. Future theoretical and practical exploration might need interdisciplinary cooperation.
Overview
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
The claims and statistics of this paper haven’t been checked yet.
Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.
Self-check
Percentages, sums and reported differences re-computed from the paper’s own numbers.
The self-check needs the paper’s full text.
Citations
Cites
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
A meta-analysis of the cognitive and motivational effects of serious games.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013) · Journal of Educational Psychology · doi:10.1037/a0031311 · Cited by 1,864
Mapping learning and game mechanics for serious games analysis
Arnab, S., Lim, T., Carvalho, M. B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., & De Gloria, A. (2015) · British Journal of Educational Technology · doi:10.1111/bjet.12113 · Cited by 845
Hwang, G.-J., & Chang, H.-F. (2011) · Computers & Education · doi:10.1016/j.compedu.2010.12.002 · Cited by 780
Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning
Kim, B., Park, H., & Baek, Y. (2009) · Computers & Education · doi:10.1016/j.compedu.2008.12.004 · Cited by 479
A meta-analytic review of the role of instructional support in game-based learning
Wouters, P., & van Oostendorp, H. (2013) · Computers & Education · doi:10.1016/j.compedu.2012.07.018 · Cited by 381
Lamb, R. L., Annetta, L., Firestone, J., & Etopio, E. (2018) · Computers in Human Behavior · doi:10.1016/j.chb.2017.10.040 · Cited by 351
Serious games and learning effectiveness: The case of It’s a Deal!
Guillén-Nieto, V., & Aleson-Carbonell, M. (2012) · Computers & Education · doi:10.1016/j.compedu.2011.07.015 · Cited by 304
Learning with serious games: Is fun playing the game a predictor of learning success?
Iten, N., & Petko, D. (2016) · British Journal of Educational Technology · doi:10.1111/bjet.12226 · Cited by 294
Lameras, P., Arnab, S., Dunwell, I., Stewart, C., Clarke, S., & Petridis, P. (2017) · British Journal of Educational Technology · doi:10.1111/bjet.12467 · Cited by 271
Cited by
Challenges and opportunities for educating health professionals after the COVID-19 pandemic
Frenk, J., Chen, L. C., Chandran, L., Groff, E. O. H., King, R., Meleis, A., & Fineberg, H. V. (2022) · The Lancet · doi:10.1016/s0140-6736(22)02092-x · Cited by 369
Effects of digital games on student motivation in mathematics: A meta‐analysis in K‐12
Fadda, D., Pellegrini, M., Vivanet, G., & Zandonella Callegher, C. (2022) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12618 · Cited by 135
Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
Lampropoulos, G., Keramopoulos, E., Diamantaras, K., & Evangelidis, G. (2023) · Education Sciences · doi:10.3390/educsci13060618 · Cited by 94
Digital Games in Primary Education
Manesis, D. (2020) · Game Design and Intelligent Interaction · doi:10.5772/intechopen.91134 · Cited by 32
Roman palace: a videogame for foreign-language vocabulary retention
Larchen Costuchen, A., Mollá Vayá, R. P., & Dinkova Dimitrova, D. (2022) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v17i05.27621 · Cited by 12
Metadata
- Authors
- Zhonggen, Y.
- Venue
- International Journal of Computer Games Technology
- Publisher
- Wiley
- Published
- 2019-02-03
- Volume
- 2019
- Pages
- 1-8
- ISSN
- 1687-7047 (ISSN-L)
- 1687-7055
- OpenAlex
- W2914415312
- Cited by
- 560
- References
- 34
- FWCI
- 13.22
- Type
- journal article
- Language
- en
- Open access
- gold
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review
How to cite
Cite CoChat for the checks on this page, and the paper for its own findings.
- This page
- CoChat. (2026). Citation check: A Meta-Analysis of Use of Serious Games in Education over a Decade. https://app.cochat.ai/papers/10.1155/2019/4797032
- The paper
- Zhonggen, Y. (2019). A Meta-Analysis of Use of Serious Games in Education over a Decade. International Journal of Computer Games Technology. https://doi.org/10.1155/2019/4797032
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.